THREE STEAM SALES MYTHS
Let’s take a closer look at three Steam myths and how pre-orders plus community activity (outside of Steam) can positively drive sales.
Myth #1: Getting into Steam Wishlists and receiving “most wanted” ratings ensures successful game sales kickoff.
According to official Steam statistics, only 7.3% of users who added a game to their Steam Wishlist in 2020 bought it in the first week after release. Two important facts about this statistic:
Myth #2: Steam Wishlists’ high conversion rates = $$$
Many developers think that if their advertising efforts yield a high conversion to Steam Wishlists, they automatically result in a high conversion to game purchases. However, it’s important to remember that users do not spend real-world money to add the game to their Wishlist. Zero dollars out of pocket is the very reason for high conversion rates and quantity of user Wishlists for any given game. Actual game sales are highly dependent on pricing, reviews, previews, streams, and other factors.
A more reasonable assumption is that pre-orders are likely responsible for the real conversion to sales at launch. Pairing a pre-order campaign with the momentum from Wishlists like “Top,” “Popular,” or “Upcoming” is a savvy way to work with Steam’s algorithm.
Hell Let Loose is a hardcore World War II first-person shooter released in 2019 that cleverly balanced sales between Steam and Xsolla-powered landing pages. How did they do it?
Myth 3. Pre-orders reduce the number of Steam Wishlists and subsequent sales on the platform.
Pre-orders, Steam Wishlists, and sales are not mutually exclusive. Precedent reveals that pre-orders have a positive impact on both Wishlists and Steam sales. For example, when a developer beta tests a game among users who pre-ordered, it drives community interest, boosting pre-orders and Wishlist numbers.
We can directly point to a recent experience that perfectly showcases how general community chatter, influencers, and gaming media heavily influence Steam ratings and conversion rates, even if the title has been out for a few years.
At launch, the game Among Us relied heavily on Wishlists, but the number of downloads and sales remained low. The developers determined the project was complete and began developing their next game.
The situation changed almost immediately when a famous streamer found the game and broadcast its gameplay – two years after its release! Soon, other streamers and audience members took an interest in the game, leading to a significant increase in sales and first place in many Steam ratings. The rise in CCU was so substantial that the developers had to pause work on their next game and optimize the older game.
This example clearly shows how strong the influence of external factors can be on Steam ratings. Pre-orders and your website allow you to build an engaged audience that will promote your game via “word-of-mouth” through different channels, including Steam. The chit-chat sparks interest from new players and can give a boost to sales on release.
When is the right time to launch a pre-order campaign?
The ideal timeframe to launch pre-orders is three to six months before release – the point at which customers can be confident the game will release on time. It also works as part of your marketing campaign to drive excitement and hype around your game.
When you launch your own pre-orders campaign – rather than rely solely on Steam’s platform, you won’t have any rules or regulations to follow. Further, leveraging a suite of solutions – such as those provided by Xsolla – frees you from development worries and back-end tasks.
How direct sales and Steam can work together
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